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authorKari Salminen2008-08-17 10:43:54 +0000
committerKari Salminen2008-08-17 10:43:54 +0000
commita32cae809b5b12c592510285f09e125f7bc9415c (patch)
treeda073b758b0c274b94c8c12178860953ba8131a7 /engines/cine
parent388b3f0296f0a55b40017c5a1ad2b722218bd8a9 (diff)
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Forwardport of branch-0-12-0's r33966: Fix to Future Wars's rendering of type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly).
svn-id: r33967
Diffstat (limited to 'engines/cine')
-rw-r--r--engines/cine/gfx.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp
index cb900e8850..5aa94d8b7f 100644
--- a/engines/cine/gfx.cpp
+++ b/engines/cine/gfx.cpp
@@ -436,6 +436,9 @@ void FWRenderer::renderOverlay(const Common::List<overlay>::iterator &it) {
switch (it->type) {
// color sprite
case 0:
+ if (objectTable[it->objIdx].frame < 0) {
+ return;
+ }
sprite = &animDataTable[objectTable[it->objIdx].frame];
len = sprite->_realWidth * sprite->_height;
mask = new byte[len];